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- Blood: Repair velocity scaling in ConcussSprite()
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* Issue originates back from 645c606e39
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* During initial floatification, the velocity addition was changed a mulscale of 16 to 12, quadrupling the amplification.
* A lot's changed since then, but we can restore the size of the velocity by simply dividing the size value by 4x.
* Turned into a reciprocal as well to avoid division.
* Fixes #860.
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@ -2574,7 +2574,7 @@ static void ConcussSprite(DBloodActor* source, DBloodActor* actor, const DVector
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if (mass > 0)
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{
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auto tex = TexMan.GetGameTexture(actor->spr.spritetexture());
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double size = (tex->GetDisplayWidth() * actor->spr.scale.X * tex->GetDisplayHeight() * actor->spr.scale.Y) / 0x20000;
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double size = tex->GetDisplayWidth() * actor->spr.scale.X * tex->GetDisplayHeight() * actor->spr.scale.Y * (1. / 0x100000);
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actor->vel += vect * Scale(damage, size, mass);
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}
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}
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